CI: Split setup, linter and build in separate steps

Make sphinx-build treat warnings as errors.

(And fix last remaining warning missed in #3795.)
This commit is contained in:
Rémi Verschelde
2020-07-15 10:50:36 +02:00
parent 97b6eed4e6
commit 7b743b7d8e
2 changed files with 13 additions and 9 deletions

View File

@@ -8,16 +8,20 @@ jobs:
- name: Checkout
uses: actions/checkout@v2
- name: Lint and build documentation
- name: Install dependencies
run: |
# Install tools used by `_tools/format.sh`.
sudo apt-get update -qq
sudo apt-get install -qq dos2unix recode
# Append the `PATH` so we can run `codespell`.
export PATH="$HOME/.local/bin:$PATH"
pip3 install -r requirements.txt
pip3 install codespell
sudo apt-get -qq update
sudo apt-get -qq install dos2unix recode
sudo pip3 install -r requirements.txt
sudo pip3 install codespell
- name: Linter checks
run: |
bash _tools/format.sh
codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
- name: Sphinx build
run: |
# Use dummy builder to improve performance.
sphinx-build --color -b dummy -d _build/doctrees . _build/html
sphinx-build --color -b dummy -d _build/doctrees -W . _build/html

View File

@@ -249,7 +249,7 @@ or a city; explore its limitations when designing your game.
Using prototype textures
------------------------
Godot's :ref:`doc_spatial_material` supports *triplanar mapping*, which can be
Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be
used to automatically apply a texture to arbitrary objects without distortion.
This is handy when using CSG as Godot doesn't support editing UV maps on CSG
nodes yet. Triplanar mapping is relatively slow, which usually restricts its